[Bf-committers] Blender and Oculus - Food for Thought

Jacob Merrill blueprintrandom1 at gmail.com
Fri Sep 18 20:09:52 CEST 2015

offscreen rendering is esential for fast 2d effects as well?

also, how do we get screen space AO and screen space refelctions?
something similar ?
On Sep 18, 2015 10:05 AM, "Dalai Felinto" <dfelinto at gmail.com> wrote:

> Hi there,
> I've been pondering on how to get proper Oculus support in Blender
> "viewport", and it came down to the ideas presented here:
> http://www.dalaifelinto.com/?p=1108
> Basically, I propose we expand our Blender/Game Engine API with the
> following:
> * Allow off-screen rendering straight to a FBO bind id with custom
> OpenGL matrices
> * BGL extended to support glBindFramebuffer amount other required GL
> functions
> * BGE Video Texture ImageRender to support FBO rendering and custom
> OpenGL matrices
> That should allow for not only oculus but any shader-based HMD (Head
> Mounted Display) to use Blender (or rather, to have an addon written
> to support it).
> Any thoughts on that? Can anyone come up with a different design to
> address that?
> (in the link above I explain why I think a Python approach is
> preferable over a deeper C integration between Blender and the Oculus
> SDK).
> Thanks,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
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